Uncontroled impetuous charges after movement is done.
Moderators: Slitherine Core, FoG PC Moderator, NewRoSoft
Uncontroled impetuous charges after movement is done.
I think this has been talked about earlier. I just noticed at the end of a turn, that about half my lancers went uncontrolled. (My moves were finished and they all ended up in charge reach of the enemy) I am not sure what this means in game terms. Do they charge uncontrolled in my next turn? Do they charge uncontrolled in my opponents turn? This happened in the final moral check.
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TheGrayMouser
- Field Marshal - Me 410A

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- Joined: Sat Nov 14, 2009 2:42 pm
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keithmartinsmith
- Field of Glory Moderator

- Posts: 1557
- Joined: Mon Mar 30, 2009 1:26 pm
The way the system works is this:
1) At the start of your turn it calculates who will pass and fail 'charging without orders/uncontrolled charge' anarchy tests but does not reveal this to the player. Note that generals only count for these tests on their initial position for each player turn.
2) If you select a unit that has failed a test the system charges the unit for you!
3) When you select end turn any units that failed such tests and were not selected for any action in your player turn now carry our their uncontrolled charges.
4) There is a small bug that a some units that have moved/charged normally gain an 'A' marker at the end of their turn, but only after they have completed their normal moves. We have not pinned this down to fix but it seems that some units actions, typically pursuit moves, are turning on this indicator. Also some units that would have failed the test but were unable to charge gain this marker at the end of their 'normal' move or combat. There is no effect on game play.
5) Please note that the 'A' marker also indicates units that refuse any orders. A unit that refuses to charge may not do any other voluntary move. Other instances are units that refuse to stand when charged and evaded instead.
Keith
1) At the start of your turn it calculates who will pass and fail 'charging without orders/uncontrolled charge' anarchy tests but does not reveal this to the player. Note that generals only count for these tests on their initial position for each player turn.
2) If you select a unit that has failed a test the system charges the unit for you!
3) When you select end turn any units that failed such tests and were not selected for any action in your player turn now carry our their uncontrolled charges.
4) There is a small bug that a some units that have moved/charged normally gain an 'A' marker at the end of their turn, but only after they have completed their normal moves. We have not pinned this down to fix but it seems that some units actions, typically pursuit moves, are turning on this indicator. Also some units that would have failed the test but were unable to charge gain this marker at the end of their 'normal' move or combat. There is no effect on game play.
5) Please note that the 'A' marker also indicates units that refuse any orders. A unit that refuses to charge may not do any other voluntary move. Other instances are units that refuse to stand when charged and evaded instead.
Keith
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Morbio
- Brigadier-General - Elite Grenadier

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- Joined: Fri Jan 01, 2010 4:40 pm
- Location: Wokingham, UK
Keith that's really useful information, thanks.keithmartinsmith wrote:The way the system works is this:
1) At the start of your turn it calculates who will pass and fail 'charging without orders/uncontrolled charge' anarchy tests but does not reveal this to the player. Note that generals only count for these tests on their initial position for each player turn.
2) If you select a unit that has failed a test the system charges the unit for you!
3) When you select end turn any units that failed such tests and were not selected for any action in your player turn now carry our their uncontrolled charges.
4) There is a small bug that a some units that have moved/charged normally gain an 'A' marker at the end of their turn, but only after they have completed their normal moves. We have not pinned this down to fix but it seems that some units actions, typically pursuit moves, are turning on this indicator. Also some units that would have failed the test but were unable to charge gain this marker at the end of their 'normal' move or combat. There is no effect on game play.
5) Please note that the 'A' marker also indicates units that refuse any orders. A unit that refuses to charge may not do any other voluntary move. Other instances are units that refuse to stand when charged and evaded instead.
Keith
I certainly didn't know that generals only count for these anarchy tests on their initial position for each player turn. hopefully I will improve my play with this knowledge! Are they same constraints applied for supporting cohesion tests?
